Settlers: Cities and Knights

Part A

Please read this overview first, it outlines the most important changes with respect to the basic game. Then read part B on the following pages 2 to 4 first - the new additional game control. The big illustration below shows a prepared playing board that you should at least employ in the first game. The small illustrations show the new raw material gains per town. In the Part C, you find tips to the development cards, a material list and notes on pasting the playing figures.


Catan is in danger - dark cloud gather over the peaceful Catans. Wild barbarians, lured by Catan's wealth, sail here to invade the country.


Enough time still remains in order to stop the danger. The number of barbarians always corresponds to the number of the towns in Catan. When the barbarian army strike, the sum of all knights every player has has to be at least as strong as the barbarians.


If it succeeds to conquer the barbarians, the danger is for the moment eliminated. However, are the knights of Catan too weak, then the barbarians invade a city. The invaded city becomes looted and remains as a settlement.


This loss always hits the player who contributed with no or with the fewest knights to the defense of Catan. Do not tempt fate, but create knights.


Apart from this external enemy, the players might compete ferociously for the building of three metropolises! To construct a metropolis - worthing two victory points - the players have to develop their city.


The city development is only possible with the aid of the new "commodities" cards. A player only receives commodities for cities which border ore mines, forest or pastures.


In the beginning everyone starts with a settlement and a city. If you receive raw materials for a city bordering on ore mines, forest or pastures, you receive only 1 raw material card, but additionally you get a corresponding commodity.


You develop your cities with cash in the direction of politics (blue); paper makes the expansion possible in the direction of science (green) and cloth makes the expansion possible in the direction of trade (yellow). You receive a Metropolis (+ 2 victory points) as soon as you get to the fourth configuration level, if you are the first to have got there.


Continuing city development increases your chance - through the fitting combination of red numbered die and event die - of getting new develoment cards, which enable considerably deeper interventions into the game than before.


Therefore, prepare yourselves for a hard life in Catan - and to a longer game. The one to achieve 13 victory points firstly wins.

Part B

On these pages you find the complete set of rules. Study these rules in a calm hour before the first play - your fellow players will thank youfor that. In part C you find: information about the new development cards, a material list and the guidance for pasting the game pieces.

Playing guide

Structure of the island

(For the first play)

Despite the variable playing board we recommend you to use - for the first time you play - the starting playing board from the figure: thus it is guaranteed that there is sufficient quantity of raw material in play - above all grain.

Note: After the first play you should use then the variable playing board - as you do for the basic settlers game).


The following material of the basic game is not needed: the development cards, the construction cost cards, the card of victory points for "largest knight army", 1 die.

The following materials are organized on table in the following way:

Each player selects a colour and receives:

Settlements and cities - the beginning:

An Overview of the Playing Flow

The player that was the last to build a city starts. Each player, who is in turn, has the following described possibilities of action in its course:
  1. He must throw and thus determine all three dices:
  2. He can in any order:
    1. trade - with the bank or other players.
    2. build
      • as before: roads, settlements, cities; new: city walls.
      • "simple knights" and activate them.
      • develop his cities - with the "commodities" cards.
    Additionally: the player, who is in turn, can during his course, but only after the dice have been rolled:

    Exception: Before the dice have been rolled the "Alchmist" is the only development card that can be played.

Playing Flow in Detail

  1. The dice results

    After the player threw all three dice, the dice results are processed in the following order:

  2. The Trading

    The commercial possibilities of the basic game are preserved, the folowing applies to the new "commodities" cards.

  3. The Building

    The players can build roads, settlements and cities, if they are in turn, as they used to do in the basic game.

    The new building possibilities are:

  4. The Development of the Cities

    If a player has "commodity" cards, then he can develop his cities. Even if a player has only one city, he can still develop his city in all three areas (trade, politics, science).

    City development are made with the help of the development calendar which is in front of the player. The development calendar has three separated blocks one for each of the three possible development areas: yellow-trade; blue-politics; green-science. In each area there are five stages of development, therefore each block has five pages. At the beginning of the play the block is closed, no player has yet developed a city in any area.

    Metropolises (yellow town-gate)

  5. Development Cards

  6. Knights Actions

    A player that is in his turn, can execute a knight action, if he has active knights - the action is executed after he rolled the dice. After the action is executed, the knight must be turned to its passive side. The player can activate the knight immediately against payment of a grain raw material again - however in this turn he cannot execute another knight action with that knight.

  7. The Army of the Barbarians Lands on Catan

    As soon as the barbarian ship lands on the field with the axe (assault), the barbarian army fight with the active knights of Catan.

  8. The Trader

    The trader figure comes into play only when a development card "trader" is played. The player that played the development card "trader", places the trader figure on a land field beside one of his settlements or cities. That player only may exchange the raw material of this land field in the ratio 2:1, for as long as the trader stays on that land field. The trader figure can be shifted only when a new "trader" card is played. The trade figure is worth one victory point for the last player that played a "trade" card.

  9. The End

    The game ends as soon as a player is in his turn and has 13 victory points.

  10. Variation

    The "Fiesepeter" rule for experienced settlers that still require more tactics, should try out this version. It adds a small, but very impressive rule modification: If the barbarian army landed, then all players decide, in clockwise way, beginning with the player that is in turn, how many of its knights he wants to use to fight the barbarians.

    TIP: a player can consciously on the application of his knights werzichten, in order to let the barbarians win and so different players harm. Only who uses knights, it must deactivate after the decision.

Translated by: A.F.Zorzo.

Neither German nor English mother-tongue speaker :-), so do not expect much :-).

Part C

Development Cards

Name number in pack Card Text Additional remarks

Science (green)

Play this card before rolling the dice and set the numbers shown on the number dice. Roll the event dice as usual and act on the event. With this card you can pick numbers of your choice. First, though, the event is determined by rolling the event-die. Only then do you get the desired resources.
For you a city extension s.a. Rathaus (city hall) costs one commodity less in this round. The crane only has effect for the round in which it is played. It only affects city extensions. Cities themselves have to be "paid" in full.
Take 2 ore resource cards for each ore-field which you have at least one city or settlement adjacent to. It makes no difference for this card whether you have a city or a settlement at an ore-field. 
Ex.: you have two settlements adjacent to one mountain range (ore-field), and a city next to another. On playing the card you receive 4 ore resource cards.
Take 2 cropresource cards for each crop-field which you have at least one city or settlement adjacent to. As Bergbau / mining but for crops.
1 victory point Development cards yielding victory points have to be played immediately and must be visible to all. They cannot be robbed.
Exchange two number chips, but never 2, 12, 6, 8. Improve your income of resources! Pick any two (except 2, 12, 6, 8) number chips and exchange them with one another. A robber does not affect the action and remains on the field he is on.
Immediately build a city wall for one of your cities free of charge. More protection against the robber: take a city wall and place it underneath (one of ) your city(ies). When the robber event occurs (a 7 is rolled) you may have 2 resource cards more on your hand. You can only have one city wall per city. There are 3 city walls altogether. Settlements may not have city walls.
Convert a settlement into a city with 2 ore and one crop resource. Playing the card saves you one ore and one crop resource card when building a city
You may upgrade 2 of your knights for free (Observe rules for creating powerful knights!). Powerful knights cannot be upgraded. You may upgrade passive and active knights. Strong knights (2nd level) can only be upgraded to mighty knights once you have completed the city extension fortress (Festung). Teh state of the knight does not change. A knight can only be upgraded one level per turn.
2 Immediately build two roads free of charge. If playing with Seefahrer/Mariner: also 1 road, one ship or two ships
Name number in pack Card Text Additional remarks

Politik / Politics (blue)

2 Move the robber. Draw a resource card from each player who has a city or settlement adjacent to this field. When moving the robber you may steal a card from every player who has a city or settlemenr adjacent to this field. If a player has built several times along this field, you may still only steal one card from him.
2 You may (re-)move any open-ended road. A road owned by you may be placed back on the board immediately in any legal position A road is open-ended if it is not connected on both ends to roads, cities, settlements or knights of the same colour.
2 Immediately activate all your knights free of charge Activiating your knights does not cost you any crop-resources
2 Every player who has more victory points than you must give you two resource cards of his choice as a present. If an affected player has only one card, she has to give you this one; only if she doesn@t have resource cards is she exempt.
2 You may drive away any other player's knight, provided one of your roads / ships leads up to the knight in question. This card enables you to move an opposing knight who is blocking a building site or a road extension. You may not automatically place one of your own knights at this location.
2 Turn an opponent's city upside down ("sabotage it"). This city only yields a settlement's resource until it is repaired with 1 wood and 1 ore resource. A sabotaged city is still worth 2 victory points. It also counts towards the strength of the Barbarian Army. A city wall stays intact and maintains its effect.

3 Look at any opponent's development cards and take one, which you may use in the same turn It is allowed to steal a spy from one opponent and use it straight away.
2 Choose a player who must remove one of his knights (his choice) from the board. Place an equivalent own knight one the board If, on playing this card, your opponent removes a knight which you cannot replace with a knight of your own, you may use a less powerful knight. If you do not have such a knight, you may not place a knight of your own, but your opponent must still remove (one of) his. Should a mighty (most powerful) knight be removed, you may place such a knight on the board even if you have not built a fortress yet.

Your knight is in the same state as the one it "replaces". You should only play this card if you space for placing a knight.

1 1 victory point Development cards yielding victory points have to be played immediately and must be visible to all. They cannot be robbed.

Name number in pack Card Text Additional remarks

Handel / Trade (yellow)

6 Place the trader figure on a field next to one of your cities or settlements. You may trade this raw material 2:1 with the bank while the trader occuoies the field. As long as the trader stays on the field (in your posession), you may trade this kind of raw material 2:1. The trader is worth 1 victory point. When another player plays a trader card, she gets the trader, the trading advantage as well as the victory point
2 You may offer each player a raw material (one card) which he is obliged exchange for any commodity (money, paper, cloth) You make take advantage of this while it is your turn, but you may only trade once with each player under this condition. If you offer a card to a player who doesn't have any commodities, the exchange is void and you keep your resource card.
2 Until the end of your turn you may exchange a resource (raw material or commodity)of your choice 2:1. As always, the 2 cards have to be of the same kind.
2 Choose a player who has more victory points than you. Choose two of her resource cards. Yes, you may look at and choose and keep two of the selected player's resource cards
2 Choose a commodity. Every player has to give you one such commodity if he has one.  
4 Choose a raw material. Every player has to give you 2 such cards. If a player has only one such resource card, she must give you this one.

Part C was translated by: M.Beet.

German and English mother-tongue speaker :-).